The WebGPU API is the successor to the WebGL and WebGL 2 graphics APIs for the Web. It will provide modern features such as “GPU compute” as well as lower overhead access to GPU hardware and better, more predictable performance. WebGPU is being developed by the “GPU for the Web” W3C community group.
With positive signals (and at least WIP implementations) from all browsers, the biggest interoperability risk is the surface of the API which is quite large.
WebGPU is not polyfillable on existing APIs and requires hardware support on the system. (software fallback is not enabled by default yet).
See detailed security explainer: https://gpuweb.github.io/gpuweb/#malicious-use
Allow developers to use WebGPU and provide feedback on the API or the shading language. We expect feedback about ergonomics, ease of use and ease of porting existing content to WebGPU, and missing features. As well as many bug reports :) Also help partners evaluate the performance of WebGPU in the wild to figure out areas of the implementation to optimize before launch.
None
Warnings and errors are exposed via dev tools. Specialized tools for debugging are TBD.
This feature will not be available in Origin Trial on: - Android because adding Android support is a lot of engineering that we're scheduling to happen between the Origin Trial and the shipment of WebGPU. - Windows 7 and 8 since they don't have D3D12. Support will be extended to these versions of Windows after the first version of WebGPU is shipped. - Other devices that don't support D3D12/Metal/Vulkan or don't have a GPU with good enough minimum specifications.(maybe) The goal is that WebGPU will eventually be supported in hardware on the vast majority of systems on all Blink OSes and have software fallback on the others.
OriginTrial desktop last | 105 |
OriginTrial desktop first | 94 |
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LGTM3
/Daniel
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